예제 #1
0
void gfxLoadBorder(u8* imgData, int imgWidth, int imgHeight) {
    if(imgData == NULL || (borderInit && (borderWidth != imgWidth || borderHeight != imgHeight))) {
        if(borderInit) {
            C3D_TexDelete(&borderTexture);
            borderInit = false;
        }

        borderWidth = 0;
        borderHeight = 0;
        gpuBorderWidth = 0;
        gpuBorderHeight = 0;

        if(imgData == NULL) {
            return;
        }
    }

    // Adjust the texture to power-of-two dimensions.
    borderWidth = imgWidth;
    borderHeight = imgHeight;
    gpuBorderWidth = (int) pow(2, ceil(log(borderWidth) / log(2)));
    gpuBorderHeight = (int) pow(2, ceil(log(borderHeight) / log(2)));

    // Create the texture.
    if(!borderInit && !C3D_TexInit(&borderTexture, gpuBorderWidth, gpuBorderHeight, GPU_RGBA8)) {
        return;
    }

    C3D_TexSetFilter(&borderTexture, GPU_LINEAR, GPU_LINEAR);

    // Copy the texture to a power-of-two sized buffer.
    u32* imgBuffer = (u32*) imgData;
    u32* temp = (u32*) linearAlloc(gpuBorderWidth * gpuBorderHeight * sizeof(u32));
    for(int x = 0; x < borderWidth; x++) {
        for(int y = 0; y < borderHeight; y++) {
            temp[y * gpuBorderWidth + x] = imgBuffer[y * borderWidth + x];
        }
    }

    GSPGPU_FlushDataCache(temp, gpuBorderWidth * gpuBorderHeight * sizeof(u32));
    if(R_SUCCEEDED(GX_DisplayTransfer(temp, (u32) GX_BUFFER_DIM(gpuBorderWidth, gpuBorderHeight), (u32*) borderTexture.data, (u32) GX_BUFFER_DIM(gpuBorderWidth, gpuBorderHeight), GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)))) {
        gspWaitForPPF();
    }

    linearFree(temp);

    GSPGPU_InvalidateDataCache(borderTexture.data, borderTexture.size);

    borderInit = true;
}
예제 #2
0
파일: sf2d.c 프로젝트: Voka/lpp-3ds
void sf2d_end_frame()
{
	GPU_FinishDrawing();
	GPUCMD_Finalize();
	GPUCMD_FlushAndRun();
	gspWaitForP3D();

	//Copy the GPU rendered FB to the screen FB
	if (cur_screen == GFX_TOP) {
		GX_DisplayTransfer(gpu_fb_addr, GX_BUFFER_DIM(240, 400),
			(u32 *)gfxGetFramebuffer(GFX_TOP, cur_side, NULL, NULL),
			GX_BUFFER_DIM(240, 400), 0x1000);
	} else {
		GX_DisplayTransfer(gpu_fb_addr, GX_BUFFER_DIM(240, 320),
			(u32 *)gfxGetFramebuffer(GFX_BOTTOM, GFX_LEFT, NULL, NULL),
			GX_BUFFER_DIM(240, 320), 0x1000);
	}
	gspWaitForPPF();

	//Clear the screen
	GX_MemoryFill(gpu_fb_addr, clear_color, &gpu_fb_addr[0x2EE00],
		0x201, gpu_depth_fb_addr, 0x00000000, &gpu_depth_fb_addr[0x2EE00], 0x201);
	gspWaitForPSC0();
}
예제 #3
0
void gfxDrawScreen() {
    int screenTexSize = 256;
    u32* transferBuffer = screenBuffer;
    GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST;

    if(scaleMode != 0 && scaleFilter != 0) {
        filter = GPU_LINEAR;

        if(scaleFilter == 2) {
            screenTexSize = 512;
            transferBuffer = scale2xBuffer;

            gfxScale2xRGBA8888(screenBuffer, 256, scale2xBuffer, 512, 256, 224);
        }
    }

    if(!screenInit || screenTexture.width != screenTexSize || screenTexture.height != screenTexSize) {
        if(screenInit) {
            C3D_TexDelete(&screenTexture);
            screenInit = false;
        }

        screenInit = C3D_TexInit(&screenTexture, screenTexSize, screenTexSize, GPU_RGBA8);
    }

    C3D_TexSetFilter(&screenTexture, filter, filter);

    GSPGPU_FlushDataCache(transferBuffer, screenTexSize * screenTexSize * sizeof(u32));
    if(R_SUCCEEDED(GX_DisplayTransfer(transferBuffer, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), (u32*) screenTexture.data, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)))) {
        gspWaitForPPF();
    }

    GSPGPU_InvalidateDataCache(screenTexture.data, screenTexture.size);

    if(!C3D_FrameBegin(0)) {
        return;
    }

    C3D_RenderTarget* target = gameScreen == 0 ? targetTop : targetBottom;

    C3D_FrameDrawOn(target);
    C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, shaderInstanceGetUniformLocation(program.vertexShader, "projection"), gameScreen == 0 ? &projectionTop : &projectionBottom);

    u16 viewportWidth = target->renderBuf.colorBuf.height;
    u16 viewportHeight = target->renderBuf.colorBuf.width;

    // Draw the screen.
    if(screenInit) {
        // Calculate the VBO dimensions.
        int screenWidth = 256;
        int screenHeight = 224;
        if(scaleMode == 1) {
            screenWidth *= 1.25f;
            screenHeight *= 1.25f;
        } else if(scaleMode == 2) {
            screenWidth *= 1.50f;
            screenHeight *= 1.50f;
        } else if(scaleMode == 3) {
            screenWidth *= viewportHeight / (float) screenHeight;
            screenHeight = viewportHeight;
        } else if(scaleMode == 4) {
            screenWidth = viewportWidth;
            screenHeight = viewportHeight;
        }

        // Calculate VBO points.
        const float x1 = ((int) viewportWidth - screenWidth) / 2.0f;
        const float y1 = ((int) viewportHeight - screenHeight) / 2.0f;
        const float x2 = x1 + screenWidth;
        const float y2 = y1 + screenHeight;

        static const float baseTX2 = 256.0f / 256.0f;
        static const float baseTY2 = 224.0f / 256.0f;
        static const float baseFilterMod = 0.25f / 256.0f;

        float tx2 = baseTX2;
        float ty2 = baseTY2;
        if(scaleMode != 0 && scaleFilter == 1) {
            tx2 -= baseFilterMod;
            ty2 -= baseFilterMod;
        }

        C3D_TexBind(0, &screenTexture);

        C3D_ImmDrawBegin(GPU_TRIANGLES);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmDrawEnd();
    }

    // Draw the border.
    if(borderInit && scaleMode != 4) {
        // Calculate VBO points.
        int scaledBorderWidth = borderWidth;
        int scaledBorderHeight = borderHeight;
        if(borderScaleMode == 1) {
            if(scaleMode == 1) {
                scaledBorderWidth *= 1.25f;
                scaledBorderHeight *= 1.25f;
            } else if(scaleMode == 2) {
                scaledBorderWidth *= 1.50f;
                scaledBorderHeight *= 1.50f;
            } else if(scaleMode == 3) {
                scaledBorderWidth *= viewportHeight / 224.0f;
                scaledBorderHeight *= viewportHeight / 224.0f;
            } else if(scaleMode == 4) {
                scaledBorderWidth *= viewportWidth / 256.0f;
                scaledBorderHeight *= viewportHeight / 224.0f;
            }
        }

        const float x1 = ((int) viewportWidth - scaledBorderWidth) / 2.0f;
        const float y1 = ((int) viewportHeight - scaledBorderHeight) / 2.0f;
        const float x2 = x1 + scaledBorderWidth;
        const float y2 = y1 + scaledBorderHeight;

        float tx2 = (float) borderWidth / (float) gpuBorderWidth;
        float ty2 = (float) borderHeight / (float) gpuBorderHeight;

        C3D_TexBind(0, &borderTexture);

        C3D_ImmDrawBegin(GPU_TRIANGLES);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f);

        C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
        C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f);

        C3D_ImmDrawEnd();
    }

    C3D_FrameEnd(0);
}